/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
struct FAnimNode_AnimDynamics : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
float
AngularBiasOverride
Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check.
float
AngularDampingOverride
Overridden angular damping value. The default is 0.7. Values below 0.7 won't have an effect.
float
AngularSpringConstant
Spring constant to use when calculating angular springs, higher values mean a stronger spring.
uint8: 1
bAngularSpring
If true the body will attempt to align itself with the specified angular target
uint8: 1
bChain
Set to true to use the solver to simulate a connected chain
uint8:  1
bDoEval
If true we will perform bone transform evaluation, otherwise skip - allows visualization of the initial anim state compared to the physics sim
bool
bDoPhysicsUpdateInEditor
True by default, if false physics simulation will not update this frame. Used to prevent the rig moving whilst interactively editing parameters with a widget in the viewport.
uint8:  1
bDoUpdate
If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies
uint8: 1
bEnableWind
Whether or not wind is enabled for the bodies in this simulation
uint8:  1
bGravityOverrideInSimSpace
If true the gravity override value is defined in simulation space, by default it is in world space
uint8: 1
bLinearSpring
If true the body will attempt to spring back to its initial position
FBoneReference
BoundBone
The bone to attach the physics body to, if bChain is true this is the top of the chain
uint8: 1
bOverrideAngularBias
If true, the override value will be used for the angular bias for bodies in this node.
uint8: 1
bOverrideAngularDamping
If true, the override value will be used for angular damping
uint8: 1
bOverrideLinearDamping
If true, the override value will be used for linear damping
uint8: 1
bUseGravityOverride
Use gravity override value vs gravity scale
uint8: 1
bUsePlanarLimit
Whether to evaluate planar limits
uint8: 1
bUseSphericalLimits
Whether to evaluate spherical limits
uint8: 1
bWindWasEnabled
FBoneReference
ChainEnd
If bChain is true this is the bottom of the chain, otherwise ignored
FVector
ComponentAppliedLinearAccClamp
When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.
FVector
ComponentLinearAccScale
When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.
FVector
ComponentLinearVelScale
When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity.
FVector
ExternalForce
An external force to apply to all bodies in the simulation when ticked, specified in world space
FVector
GravityOverride
Gravity Override Value
float
GravityScale
Scale for gravity, higher values increase forces due to gravity
ETeleportType
InitTeleportType
We can't get clean bone positions unless we are in the evaluate step.
AnimPhysSimSpac...
LastSimSpace
Cached sim space that we last used.
float
LinearDampingOverride
Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect.
float
LinearSpringConstant
Spring constant to use when calculating linear springs, higher values mean a stronger spring.
int32
NumSolverIterationsPostUpdate
Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate
int32
NumSolverIterationsPreUpdate
Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate
TArray<FAnimPh...
PhysicsBodyDefinitions
TArray<FAnimPh...
PlanarLimits
List of available planar limits for this node
FTransform
PreviousActorWorldSpaceTM
FTransform
PreviousCompWorldSpaceTM
Previous component & actor transforms, used to account for teleports.
FBoneReference
RelativeSpaceBone
When in BoneRelative sim space, the simulation will use this bone as the origin
FRotationRetarg...
RetargetingSettings
The settings for rotation retargeting
AnimPhysSimSpac...
SimulationSpace
The space used to run the simulation
TArray<FAnimPh...
SphericalLimits
List of available spherical limits for this node
float
WindScale
Scale to apply to calculated wind velocities in the solver